In a V-Ray Material, when a refraction color is set to a solid color then the rendered refractionFilter is the same color (ignoring fresnel), which makes sense. However, using a texture input color with the same solid color renders as desaturated in both the beauty image and the refractionFilter.
Attached are three sample images along with maya and vrscene files to recreate the render. The right sphere is refractive and uses a refraction color hard coded in the shader to green, and the left sphere uses an identical shader except for a solid green ramp is the input for the refraction color. It seems like the spheres should be identical but the texture version is clearly desaturated versus the hard coded shader color. This was tested with V-Ray 2.1.20713. Is this a bug? Thanks!
Attached are three sample images along with maya and vrscene files to recreate the render. The right sphere is refractive and uses a refraction color hard coded in the shader to green, and the left sphere uses an identical shader except for a solid green ramp is the input for the refraction color. It seems like the spheres should be identical but the texture version is clearly desaturated versus the hard coded shader color. This was tested with V-Ray 2.1.20713. Is this a bug? Thanks!
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